// Copyright 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "cc/trees/occlusion_tracker.h" #include #include #include "cc/base/math_util.h" #include "cc/base/region.h" #include "cc/layers/layer.h" #include "cc/layers/layer_impl.h" #include "cc/layers/render_surface_impl.h" #include "ui/gfx/geometry/quad_f.h" #include "ui/gfx/geometry/rect_conversions.h" namespace cc { OcclusionTracker::OcclusionTracker(const gfx::Rect& screen_space_clip_rect) : screen_space_clip_rect_(screen_space_clip_rect) { } OcclusionTracker::~OcclusionTracker() { } Occlusion OcclusionTracker::GetCurrentOcclusionForLayer( const gfx::Transform& draw_transform) const { DCHECK(!stack_.empty()); const StackObject& back = stack_.back(); return Occlusion(draw_transform, back.occlusion_from_outside_target, back.occlusion_from_inside_target); } Occlusion OcclusionTracker::GetCurrentOcclusionForContributingSurface( const gfx::Transform& draw_transform) const { DCHECK(!stack_.empty()); if (stack_.size() < 2) return Occlusion(); // A contributing surface doesn't get occluded by things inside its own // surface, so only things outside the surface can occlude it. That occlusion // is found just below the top of the stack (if it exists). const StackObject& second_last = stack_[stack_.size() - 2]; return Occlusion(draw_transform, second_last.occlusion_from_outside_target, second_last.occlusion_from_inside_target); } void OcclusionTracker::EnterLayer(const LayerIteratorPosition& layer_iterator) { LayerImpl* render_target = layer_iterator.target_render_surface_layer; if (layer_iterator.represents_itself) EnterRenderTarget(render_target); else if (layer_iterator.represents_target_render_surface) FinishedRenderTarget(render_target); } void OcclusionTracker::LeaveLayer(const LayerIteratorPosition& layer_iterator) { LayerImpl* render_target = layer_iterator.target_render_surface_layer; if (layer_iterator.represents_itself) MarkOccludedBehindLayer(layer_iterator.current_layer); // TODO(danakj): This should be done when entering the contributing surface, // but in a way that the surface's own occlusion won't occlude itself. else if (layer_iterator.represents_contributing_render_surface) LeaveToRenderTarget(render_target); } static gfx::Rect ScreenSpaceClipRectInTargetSurface( const RenderSurfaceImpl* target_surface, const gfx::Rect& screen_space_clip_rect) { gfx::Transform inverse_screen_space_transform( gfx::Transform::kSkipInitialization); if (!target_surface->screen_space_transform().GetInverse( &inverse_screen_space_transform)) return target_surface->content_rect(); return MathUtil::ProjectEnclosingClippedRect(inverse_screen_space_transform, screen_space_clip_rect); } static SimpleEnclosedRegion TransformSurfaceOpaqueRegion( const SimpleEnclosedRegion& region, bool have_clip_rect, const gfx::Rect& clip_rect_in_new_target, const gfx::Transform& transform) { if (region.IsEmpty()) return region; // Verify that rects within the |surface| will remain rects in its target // surface after applying |transform|. If this is true, then apply |transform| // to each rect within |region| in order to transform the entire Region. // TODO(danakj): Find a rect interior to each transformed quad. if (!transform.Preserves2dAxisAlignment()) return SimpleEnclosedRegion(); SimpleEnclosedRegion transformed_region; for (size_t i = 0; i < region.GetRegionComplexity(); ++i) { gfx::Rect transformed_rect = MathUtil::MapEnclosedRectWith2dAxisAlignedTransform(transform, region.GetRect(i)); if (have_clip_rect) transformed_rect.Intersect(clip_rect_in_new_target); transformed_region.Union(transformed_rect); } return transformed_region; } void OcclusionTracker::EnterRenderTarget(const LayerImpl* new_target) { if (!stack_.empty() && stack_.back().target == new_target) return; const LayerImpl* old_target = NULL; const RenderSurfaceImpl* old_occlusion_immune_ancestor = NULL; if (!stack_.empty()) { old_target = stack_.back().target; old_occlusion_immune_ancestor = old_target->render_surface()->nearest_occlusion_immune_ancestor(); } const RenderSurfaceImpl* new_occlusion_immune_ancestor = new_target->render_surface()->nearest_occlusion_immune_ancestor(); stack_.push_back(StackObject(new_target)); // We copy the screen occlusion into the new RenderSurfaceImpl subtree, but we // never copy in the occlusion from inside the target, since we are looking // at a new RenderSurfaceImpl target. // If entering an unoccluded subtree, do not carry forward the outside // occlusion calculated so far. bool entering_unoccluded_subtree = new_occlusion_immune_ancestor && new_occlusion_immune_ancestor != old_occlusion_immune_ancestor; gfx::Transform inverse_new_target_screen_space_transform( // Note carefully, not used if screen space transform is uninvertible. gfx::Transform::kSkipInitialization); bool have_transform_from_screen_to_new_target = new_target->render_surface()->screen_space_transform().GetInverse( &inverse_new_target_screen_space_transform); bool entering_root_target = new_target->parent() == NULL; bool copy_outside_occlusion_forward = stack_.size() > 1 && !entering_unoccluded_subtree && have_transform_from_screen_to_new_target && !entering_root_target; if (!copy_outside_occlusion_forward) return; size_t last_index = stack_.size() - 1; gfx::Transform old_target_to_new_target_transform( inverse_new_target_screen_space_transform, old_target->render_surface()->screen_space_transform()); stack_[last_index].occlusion_from_outside_target = TransformSurfaceOpaqueRegion( stack_[last_index - 1].occlusion_from_outside_target, false, gfx::Rect(), old_target_to_new_target_transform); stack_[last_index].occlusion_from_outside_target.Union( TransformSurfaceOpaqueRegion( stack_[last_index - 1].occlusion_from_inside_target, false, gfx::Rect(), old_target_to_new_target_transform)); } void OcclusionTracker::FinishedRenderTarget(const LayerImpl* finished_target) { // Make sure we know about the target surface. EnterRenderTarget(finished_target); RenderSurfaceImpl* surface = finished_target->render_surface(); // Readbacks always happen on render targets so we only need to check // for readbacks here. bool target_is_only_for_copy_request = finished_target->HasCopyRequest() && finished_target->IsHidden(); // If the occlusion within the surface can not be applied to things outside of // the surface's subtree, then clear the occlusion here so it won't be used. if (finished_target->mask_layer() || surface->draw_opacity() < 1 || !finished_target->uses_default_blend_mode() || target_is_only_for_copy_request || finished_target->filters().HasFilterThatAffectsOpacity()) { stack_.back().occlusion_from_outside_target.Clear(); stack_.back().occlusion_from_inside_target.Clear(); } } static void ReduceOcclusionBelowSurface( const LayerImpl* contributing_layer, const gfx::Rect& surface_rect, const gfx::Transform& surface_transform, const LayerImpl* render_target, SimpleEnclosedRegion* occlusion_from_inside_target) { if (surface_rect.IsEmpty()) return; gfx::Rect affected_area_in_target = MathUtil::MapEnclosingClippedRect(surface_transform, surface_rect); if (contributing_layer->render_surface()->is_clipped()) { affected_area_in_target.Intersect( contributing_layer->render_surface()->clip_rect()); } if (affected_area_in_target.IsEmpty()) return; int outset_top, outset_right, outset_bottom, outset_left; contributing_layer->background_filters().GetOutsets( &outset_top, &outset_right, &outset_bottom, &outset_left); // The filter can move pixels from outside of the clip, so allow affected_area // to expand outside the clip. affected_area_in_target.Inset( -outset_left, -outset_top, -outset_right, -outset_bottom); SimpleEnclosedRegion affected_occlusion = *occlusion_from_inside_target; affected_occlusion.Intersect(affected_area_in_target); occlusion_from_inside_target->Subtract(affected_area_in_target); for (size_t i = 0; i < affected_occlusion.GetRegionComplexity(); ++i) { gfx::Rect occlusion_rect = affected_occlusion.GetRect(i); // Shrink the rect by expanding the non-opaque pixels outside the rect. // The left outset of the filters moves pixels on the right side of // the occlusion_rect into it, shrinking its right edge. int shrink_left = occlusion_rect.x() == affected_area_in_target.x() ? 0 : outset_right; int shrink_top = occlusion_rect.y() == affected_area_in_target.y() ? 0 : outset_bottom; int shrink_right = occlusion_rect.right() == affected_area_in_target.right() ? 0 : outset_left; int shrink_bottom = occlusion_rect.bottom() == affected_area_in_target.bottom() ? 0 : outset_top; occlusion_rect.Inset(shrink_left, shrink_top, shrink_right, shrink_bottom); occlusion_from_inside_target->Union(occlusion_rect); } } void OcclusionTracker::LeaveToRenderTarget(const LayerImpl* new_target) { DCHECK(!stack_.empty()); size_t last_index = stack_.size() - 1; bool surface_will_be_at_top_after_pop = stack_.size() > 1 && stack_[last_index - 1].target == new_target; // We merge the screen occlusion from the current RenderSurfaceImpl subtree // out to its parent target RenderSurfaceImpl. The target occlusion can be // merged out as well but needs to be transformed to the new target. const LayerImpl* old_target = stack_[last_index].target; const RenderSurfaceImpl* old_surface = old_target->render_surface(); SimpleEnclosedRegion old_occlusion_from_inside_target_in_new_target = TransformSurfaceOpaqueRegion( stack_[last_index].occlusion_from_inside_target, old_surface->is_clipped(), old_surface->clip_rect(), old_surface->draw_transform()); if (old_target->has_replica() && !old_target->replica_has_mask()) { old_occlusion_from_inside_target_in_new_target.Union( TransformSurfaceOpaqueRegion( stack_[last_index].occlusion_from_inside_target, old_surface->is_clipped(), old_surface->clip_rect(), old_surface->replica_draw_transform())); } SimpleEnclosedRegion old_occlusion_from_outside_target_in_new_target = TransformSurfaceOpaqueRegion( stack_[last_index].occlusion_from_outside_target, false, gfx::Rect(), old_surface->draw_transform()); gfx::Rect unoccluded_surface_rect; gfx::Rect unoccluded_replica_rect; if (old_target->background_filters().HasFilterThatMovesPixels()) { Occlusion surface_occlusion = GetCurrentOcclusionForContributingSurface( old_surface->draw_transform()); unoccluded_surface_rect = surface_occlusion.GetUnoccludedContentRect(old_surface->content_rect()); if (old_target->has_replica()) { Occlusion replica_occlusion = GetCurrentOcclusionForContributingSurface( old_surface->replica_draw_transform()); unoccluded_replica_rect = replica_occlusion.GetUnoccludedContentRect( old_surface->content_rect()); } } if (surface_will_be_at_top_after_pop) { // Merge the top of the stack down. stack_[last_index - 1].occlusion_from_inside_target.Union( old_occlusion_from_inside_target_in_new_target); // TODO(danakj): Strictly this should subtract the inside target occlusion // before union. if (new_target->parent()) { stack_[last_index - 1].occlusion_from_outside_target.Union( old_occlusion_from_outside_target_in_new_target); } stack_.pop_back(); } else { // Replace the top of the stack with the new pushed surface. stack_.back().target = new_target; stack_.back().occlusion_from_inside_target = old_occlusion_from_inside_target_in_new_target; if (new_target->parent()) { stack_.back().occlusion_from_outside_target = old_occlusion_from_outside_target_in_new_target; } else { stack_.back().occlusion_from_outside_target.Clear(); } } if (!old_target->background_filters().HasFilterThatMovesPixels()) return; ReduceOcclusionBelowSurface(old_target, unoccluded_surface_rect, old_surface->draw_transform(), new_target, &stack_.back().occlusion_from_inside_target); ReduceOcclusionBelowSurface(old_target, unoccluded_surface_rect, old_surface->draw_transform(), new_target, &stack_.back().occlusion_from_outside_target); if (!old_target->has_replica()) return; ReduceOcclusionBelowSurface(old_target, unoccluded_replica_rect, old_surface->replica_draw_transform(), new_target, &stack_.back().occlusion_from_inside_target); ReduceOcclusionBelowSurface(old_target, unoccluded_replica_rect, old_surface->replica_draw_transform(), new_target, &stack_.back().occlusion_from_outside_target); } void OcclusionTracker::MarkOccludedBehindLayer(const LayerImpl* layer) { DCHECK(!stack_.empty()); DCHECK_EQ(layer->render_target(), stack_.back().target); if (layer->draw_opacity() < 1) return; if (!layer->uses_default_blend_mode()) return; if (layer->Is3dSorted()) return; SimpleEnclosedRegion opaque_layer_region = layer->VisibleOpaqueRegion(); if (opaque_layer_region.IsEmpty()) return; DCHECK(layer->visible_layer_rect().Contains(opaque_layer_region.bounds())); gfx::Transform draw_transform = layer->DrawTransform(); // TODO(danakj): Find a rect interior to each transformed quad. if (!draw_transform.Preserves2dAxisAlignment()) return; gfx::Rect clip_rect_in_target = ScreenSpaceClipRectInTargetSurface( layer->render_target()->render_surface(), screen_space_clip_rect_); if (layer->is_clipped()) { clip_rect_in_target.Intersect(layer->clip_rect()); } else { clip_rect_in_target.Intersect( layer->render_target()->render_surface()->content_rect()); } for (size_t i = 0; i < opaque_layer_region.GetRegionComplexity(); ++i) { gfx::Rect transformed_rect = MathUtil::MapEnclosedRectWith2dAxisAlignedTransform( draw_transform, opaque_layer_region.GetRect(i)); transformed_rect.Intersect(clip_rect_in_target); if (transformed_rect.width() < minimum_tracking_size_.width() && transformed_rect.height() < minimum_tracking_size_.height()) continue; stack_.back().occlusion_from_inside_target.Union(transformed_rect); } } Region OcclusionTracker::ComputeVisibleRegionInScreen() const { DCHECK(!stack_.back().target->parent()); const SimpleEnclosedRegion& occluded = stack_.back().occlusion_from_inside_target; Region visible_region(screen_space_clip_rect_); for (size_t i = 0; i < occluded.GetRegionComplexity(); ++i) visible_region.Subtract(occluded.GetRect(i)); return visible_region; } } // namespace cc